I completely agree, and unfortunately, NONE OF THIS will be addressed with the changes to Engineers in 3.0, which is incredibly sad.
They reduced the RNG, which is good for hardcore PvPers, preventing them form having to do hundreds of rolls, but the grind and power creep wasn't reduced, in contrary, it was made worse.
I sincerely doubt these changes will get more people into PvP and thus into Open. Despite FDEV saying that was one of their main goals.
A complete failure if you ask me. They should make getting into PvP easier, not harder, for non-PvP folks.
I'm extremely disappointed in Sandro and the current head development team.
Wow, this thread grew quickly!!!
I'd agree with your point here. when we first heard about engineers, I don't think anyone really was asking for hundreds of percentage point boosts to shields and weapons damage - on top of that, special affects were thrown in...
Pre the release of 1.0 (and perhaps even the start of 1.0) we did have "special" weapons already - thing is, they were already balanced. Overcharged multis, low heat beams etc etc - they were well balanced against the run of the mill gear, and a good pilot, who was aware of their strengths and weaknesses would know how to configure a ship with the right load out to take advantage.
and I think this is what engineers *should* have been - applying only special affects to weapons. It would have been fairly easy to balance high yield shells, or reverb cascade, or heat generating or whatever, especially if you didn't have the damage increase on top - as then, the damage potential itself would have been possible liability to a special affect.
Should booster should *never* have been stackable, and should also have been far more taxing on your ship - a 10% boost should have been a 15% cost in terms of heat, mass and energy use.
In my mind, I can imagine an engineering system where each module has a stat, for multis, for example, you'd have rate of fire, calibre, energy use, mass etc. Each has a slider - a stock multi cannon has all the sliders set to the middle, form their you can adjust any slider up or down, but this will have an affect on all other sliders, so you could fine tune each module, much like how you would adjust suspension in a racing sim.
Anyway, this whole engineers ship has sailed, someone in the dev team was inspired by something that may have worked great in some Dungeons and Dragons style MMO, but did not translate well to ED. Without a reset (this will never happen), I can't see the situation ever getting better.
On top of that, I think there are a whole bunch of base stats for ships that were off to begin with. The small ships that can be equipped with race engines... That's what they *should* have been like with A rated modules to begin with. The anaconda should handle in normal space they way it handles in Supercruise - stuff like that.
Anyway, this thread is long enough to prove that PvP in this game, whilst potentially super fun, has too much of a power gap and real time cost to really be widely taken up.
As mentioned before, the faction supplied SLF only war zones *could* be a solution, in a sense, for those willing to give up their magic ships (and I am fairly certain the top PvP guys would likely partake, and it would be a joy to watch them fly), but as is...
Note - this is also coming from an exclusive open player, where my ships are pretty much engineered to simply survive a PvP encounter.
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